/** * Copyright (C) 2002-2012 The FreeCol Team * * This file is part of FreeCol. * * FreeCol is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * FreeCol is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with FreeCol. If not, see <http://www.gnu.org/licenses/>. */ package net.sf.freecol.server.ai.mission; import java.util.List; import java.util.logging.Logger; import javax.xml.stream.XMLStreamException; import javax.xml.stream.XMLStreamReader; import javax.xml.stream.XMLStreamWriter; import net.sf.freecol.common.model.Colony; import net.sf.freecol.common.model.CombatModel; import net.sf.freecol.common.model.Location; import net.sf.freecol.common.model.Map.Direction; import net.sf.freecol.common.model.PathNode; import net.sf.freecol.common.model.Settlement; import net.sf.freecol.common.model.Tile; import net.sf.freecol.common.model.Unit; import net.sf.freecol.common.model.Unit.UnitState; import net.sf.freecol.common.model.WorkLocation; import net.sf.freecol.common.model.pathfinding.CostDeciders; import net.sf.freecol.common.model.pathfinding.GoalDecider; import net.sf.freecol.server.ai.AIMain; import net.sf.freecol.server.ai.AIMessage; import net.sf.freecol.server.ai.AIUnit; /** * Mission for defending a <code>Settlement</code>. */ public class DefendSettlementMission extends Mission { private static final Logger logger = Logger.getLogger(DefendSettlementMission.class.getName()); private String tag = "AI defender"; /** Maximum number of turns to travel to the settlement. */ private static int MAX_TURNS = 20; /** The settlement to be protected. */ private Settlement target = null; /** * Creates a mission for the given <code>AIUnit</code>. * * @param aiMain The main AI-object. * @param aiUnit The <code>AIUnit</code> this mission * is created for. * @param settlement The <code>Settlement</code> to defend. */ public DefendSettlementMission(AIMain aiMain, AIUnit aiUnit, Settlement settlement) { super(aiMain, aiUnit); this.target = settlement; logger.finest(tag + " started with " + target + ": " + this); uninitialized = false; } /** * Creates a new <code>DefendSettlementMission</code> and reads * the given element. * * @param aiMain The main AI-object. * @param in The input stream containing the XML. * @throws XMLStreamException if a problem was encountered * during parsing. * @see net.sf.freecol.server.ai.AIObject#readFromXML */ public DefendSettlementMission(AIMain aiMain, XMLStreamReader in) throws XMLStreamException { super(aiMain); readFromXML(in); uninitialized = getAIUnit() == null; } /** * Sets a new mission target. * * @param target The new target <code>Settlement</code>. */ public void setTarget(Settlement target) { removeTransportable("retargeted"); this.target = target; } /** * Extract a valid target for this mission from a path. * * @param aiUnit The <code>AIUnit</code> to perform the mission. * @param path A <code>PathNode</code> to extract a target from. * @return A target for a <code>DefendSettlementMission</code>, or null * if none found. */ public static Location extractTarget(AIUnit aiUnit, PathNode path) { if (path == null) return null; final Location loc = path.getLastNode().getLocation(); Settlement settlement = loc.getSettlement(); return (invalidReason(aiUnit, settlement) == null) ? settlement : null; } /** * Evaluate allocating a unit to the defence of a settlement. * * @param aiUnit The <code>AIUnit</code> that is to defend. * @param path A <code>PathNode</code> to take to the settlement. * @return A value for such a mission. */ public static int scorePath(AIUnit aiUnit, PathNode path) { final Location loc = extractTarget(aiUnit, path); return (loc instanceof Settlement) ? (int)(1000 * ((Settlement)loc).getDefenceRatio() / (path.getTotalTurns() + 1)) : Integer.MIN_VALUE; } /** * Gets a <code>GoalDecider</code> for finding the best colony * <code>Tile</code>, optionally falling back to the nearest colony. * * @param aiUnit The <code>AIUnit</code> that is searching. * @return A suitable <code>GoalDecider</code>. */ private static GoalDecider getGoalDecider(final AIUnit aiUnit) { return new GoalDecider() { private PathNode bestPath = null; private int bestValue = 0; public PathNode getGoal() { return bestPath; } public boolean hasSubGoals() { return true; } public boolean check(Unit u, PathNode path) { int value = scorePath(aiUnit, path); if (bestValue < value) { bestValue = value; bestPath = path; return true; } return false; } }; } /** * Finds a path to the best nearby settlement to defend. * * @param aiUnit The <code>AIUnit</code> that is searching. * @param deferOK Not implemented in this mission. * @return A <code>PathNode</code> to take to the target, * or null if none suitable. */ public static PathNode findTargetPath(AIUnit aiUnit, boolean deferOK) { if (invalidAIUnitReason(aiUnit) != null) return null; final Unit unit = aiUnit.getUnit(); final Tile startTile = unit.getPathStartTile(); if (startTile == null) return null; return unit.search(startTile, getGoalDecider(aiUnit), CostDeciders.avoidSettlementsAndBlockingUnits(), MAX_TURNS, unit.getCarrier()); } /** * Finds a path to the best nearby settlement to defend. * * @param aiUnit The <code>AIUnit</code> that is searching. * @param deferOK Enables deferral (not implemented in this mission). * @return A suitable target, or null if none found. */ public static Location findTarget(AIUnit aiUnit, boolean deferOK) { PathNode path = findTargetPath(aiUnit, deferOK); return (path != null) ? extractTarget(aiUnit, path) : null; } // Fake Transportable interface /** * {@inheritDoc} */ @Override public Location getTransportDestination() { return (getTarget() == null || !shouldTakeTransportToTile(getTarget().getTile())) ? null : getTarget(); } /** * {@inheritDoc} */ public int getTransportPriority() { return (getTransportDestination() == null) ? 0 : NORMAL_TRANSPORT_PRIORITY + 5; } // Mission interface /** * Gets the target settlement. * * @return The <code>Settlement</code> to be defended by * this <code>Mission</code>. */ public Location getTarget() { return target; } /** * Why would a DefendSettlementMission be invalid with the given unit? * * @param aiUnit The <code>AIUnit</code> to test. * @return A reason why the mission would be invalid with the unit, * or null if none found. */ private static String invalidMissionReason(AIUnit aiUnit) { String reason = invalidAIUnitReason(aiUnit); if (reason != null) return reason; final Unit unit = aiUnit.getUnit(); return (unit.getGame().getCombatModel() .getDefencePower(null, unit) <= 0.0f) ? "unit-not-defender" : null; } /** * Why is this mission invalid with a given settlement target? * * @param aiUnit The <code>AIUnit</code> to check. * @param settlement The potential target <code>Settlement</code>. * @return A reason for mission invalidity, or null if none found. */ private static String invalidSettlementReason(AIUnit aiUnit, Settlement settlement) { return invalidTargetReason(settlement, aiUnit.getUnit().getOwner()); } /** * Why is this mission invalid? * * @return A reason for mission invalidity, or null if none found. */ public String invalidReason() { return invalidReason(getAIUnit(), getTarget()); } /** * Why would this mission be invalid with the given AI unit? * * @param aiUnit The <code>AIUnit</code> to check. * @return A reason for mission invalidity, or null if none found. */ public static String invalidReason(AIUnit aiUnit) { String reason = invalidMissionReason(aiUnit); return (reason != null) ? reason : (aiUnit.getUnit().getOwner().getNumberOfSettlements() <= 0) ? Mission.TARGETNOTFOUND : null; } /** * Why would this mission be invalid with the given AI unit and location? * * @param aiUnit The <code>AIUnit</code> to check. * @param loc The <code>Location</code> to check. * @return A reason for invalidity, or null if none found. */ public static String invalidReason(AIUnit aiUnit, Location loc) { String reason = invalidMissionReason(aiUnit); return (reason != null) ? reason : (loc instanceof Settlement) ? invalidSettlementReason(aiUnit, (Settlement)loc) : Mission.TARGETINVALID; } // Not a one-time mission, omit isOneTime(). /** * Performs this mission. */ public void doMission() { String reason = invalidReason(); if (isTargetReason(reason)) { Location loc = findTarget(getAIUnit(), true); if (loc instanceof Settlement) { setTarget((Settlement)loc); } else { logger.finest(tag + " could not retarget: " + this); return; } } else if (reason != null) { logger.finest(tag + " broken(" + reason + "): " + this); return; } // Go to the target! if (travelToTarget(tag, getTarget(), CostDeciders.avoidSettlementsAndBlockingUnits()) != Unit.MoveType.MOVE) return; // Check if the mission should change? // Change to supporting the settlement if the size is marginal. final AIMain aiMain = getAIMain(); final AIUnit aiUnit = getAIUnit(); final Unit unit = getUnit(); Mission m = null; if (getTarget() instanceof Colony) { Colony colony = (Colony)getTarget(); if (unit.getLocation() instanceof WorkLocation || (unit.isPerson() && colony.getUnitCount() <= 1)) { m = new WorkInsideColonyMission(aiMain, aiUnit, aiMain.getAIColony(colony)); aiUnit.setMission(m); m.doMission(); return; // No log, setMission logs this mission going away. } } // Anything more to do? if (unit.getState() == UnitState.FORTIFIED || unit.getState() == UnitState.FORTIFYING) { return; // No log, these happen indefinitely. } // Check if the settlement is badly defended. If so, try to fortify. int defenderCount = 0, fortifiedCount = 0; List<Unit> units = getTarget().getUnitList(); units.addAll(getTarget().getTile().getUnitList()); for (Unit u : units) { AIUnit aiu = getAIMain().getAIUnit(u); if (invalidMissionReason(aiu) == null) { defenderCount++; if (u.getState() == UnitState.FORTIFIED) fortifiedCount++; } } if (defenderCount <= 2 || fortifiedCount <= 1) { String logMe; if (!unit.checkSetState(UnitState.FORTIFYING)) { logMe = " waiting to fortify at "; } else if (AIMessage.askChangeState(aiUnit, UnitState.FORTIFYING) && unit.getState() == UnitState.FORTIFYING) { logMe = " completed (fortifying) at "; } else { logMe = " fortify failed at "; } logger.finest(tag + logMe + ((Settlement)getTarget()).getName() + ": " + this); return; } // The target is well enough defended. See if the unit // should attack a nearby hostile unit. Remember to prevent a // sole unit attacking because if it loses, the settlement // will collapse (and the combat model does not understand that). if (!unit.isOffensiveUnit()) return; final CombatModel cm = unit.getGame().getCombatModel(); Unit bestTarget = null; float bestDifference = Float.MIN_VALUE; Direction bestDirection = null; for (Direction d : Direction.getRandomDirections("defendSettlements", getAIRandom())) { Tile t = unit.getTile().getNeighbourOrNull(d); if (t == null) continue; Unit defender = t.getFirstUnit(); if (defender != null && defender.getOwner().atWarWith(unit.getOwner()) && unit.getMoveType(d).isAttack()) { Unit enemyUnit = t.getDefendingUnit(unit); float enemyAttack = cm.getOffencePower(enemyUnit, unit); float weAttack = cm.getOffencePower(unit, enemyUnit); float enemyDefend = cm.getDefencePower(unit, enemyUnit); float weDefend = cm.getDefencePower(enemyUnit, unit); float difference = weAttack / (weAttack + enemyDefend) - enemyAttack / (enemyAttack + weDefend); if (difference > bestDifference) { if (difference > 0 || weAttack > enemyDefend) { bestDifference = difference; bestTarget = enemyUnit; bestDirection = d; } } } } // Attack if a target is available. if (bestTarget != null) { logger.finest(tag + " attacking " + bestTarget + " from " + ((Settlement)getTarget()).getName() + ": " + this); AIMessage.askAttack(getAIUnit(), bestDirection); } } // Serialization /** * {@inheritDoc} */ protected void toXMLImpl(XMLStreamWriter out) throws XMLStreamException { if (isValid()) { toXML(out, getXMLElementTagName()); } } /** * {@inheritDoc} */ protected void writeAttributes(XMLStreamWriter out) throws XMLStreamException { super.writeAttributes(out); writeAttribute(out, "settlement", target); } /** * {@inheritDoc} */ protected void readAttributes(XMLStreamReader in) throws XMLStreamException { super.readAttributes(in); String str = in.getAttributeValue(null, "settlement"); target = (str == null) ? null : getGame().getFreeColGameObject(str, Settlement.class); } /** * Returns the tag name of the root element representing this object. * * @return "defendSettlementMission". */ public static String getXMLElementTagName() { return "defendSettlementMission"; } }